Atmospheric Scattering Shader

This tutorial finally concludes our journey to simulate Rayleigh Scattering for a planet’s atmosphere.

The next (and final) part will show how to change the shader to also include an additional type of scattering, known as Mie Scattering.

You can find all the post in this series here:

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can download the Unity package for this tutorial at the bottom of the page.

Continue reading

Intersecting The Atmosphere

 

You can find all the post in this series here:

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can download the Unity package for this tutorial at the bottom of the page.

Continue reading

A Shader for the Atmospheric Sphere

 

You can find all the post in this series here:

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can download the Unity package for this tutorial at the bottom of the page.

Continue reading

A Journey Through the Atmosphere

This post describes how to model the density of the atmosphere at different altitude. This is a critical step, since the atmospheric density is one of the parameters necessary to correctly calculate the Rayleigh scattering.

You can find all the post in this series here:

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can download the Unity package for this tutorial at the bottom of the page.

Continue reading